Commit Graph
3 Commits
Author SHA1 Message Date
200f276ab2 feat: transport-ship trail transition effect + animated store swatch (#4455)
## What

Adds a second transport-ship trail style, **transition**, alongside the
existing **gradient** (#4454). Where `gradient` paints a spatial band of
colors along the trail, `transition` makes the whole trail one color at
a time, cross-fading through the color list over time.

```json
"attributes": {
  "type": "transition",
  "colors": ["#002aff", "#4805ff"],
  "frequency": 1
}
```

## How

- **Schema** ([CosmeticSchemas.ts](src/core/CosmeticSchemas.ts)) —
`TransportShipTrailAttributesSchema` is now a discriminated union on
`type`:
  - `gradient`: `{ colors, colorSize, movementSpeed }`
- `transition`: `{ colors, frequency }` — `frequency` = color changes
per second.
- **Renderer** — the effect texture gained a `styleId` discriminator
(row 1's alpha; 0 = gradient, 1 = transition), with the gradient scalars
shifted down a row.
- [WebGLFrameBuilder.ts](src/client/WebGLFrameBuilder.ts) encodes
`styleId` + the style's scalars.
-
[trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl):
for `transition`, the trail color is `mix(colors[i], colors[i+1],
fract(t))` with `i = floor(uTime · frequency) mod count` — one color
step every `1/frequency` seconds.
- **Store/picker swatch**
([EffectPreview.ts](src/client/components/EffectPreview.ts)) — the
swatch is now a `<trail-swatch>` Lit element. For `transition` it
cross-fades through the colors via the Web Animations API, timed to
match the shader (each step `1/frequency` s); gradient/solid stay
static. The animation is canceled on disconnect.

## Notes

- Animation is render-only (local time) — no simulation/determinism
impact.
- `gradient` swatches remain static (they don't scroll like the in-game
trail) — easy to add later if wanted.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema tests cover the transition member (parse + required
`frequency`); 95 tests pass.
- The animated swatch is visual-only (no automated coverage) and not yet
verified in a running store.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 21:53:33 -07:00
7c151e76ad feat: render transport-ship trail cosmetic as a gradient (#4454)
## What

Renders the `transportShipTrail` cosmetic effect in-game. Transport
ships already left a trail, but it was always drawn in the player's
**territory color** — this wires the selected effect through to the
renderer so the trail shows the player's chosen **gradient**.

## How

- **Per-player effect texture** (`RGBA32F`, mirrors the palette texture)
keyed by `smallID`, sampled by the trail fragment shader. Each row holds
a gradient color; spare alpha channels carry the color count,
`colorSize`, and `movementSpeed`.
- **Shader**
([trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl))
cycles a flowing gradient through the color list: 1 color → flat, 2+ →
animated bands scrolling along the trail. No effect (count 0) falls back
to the territory color; alt-view keeps affiliation colors.
- **WebGLFrameBuilder** resolves each player's catalog attributes (the
in-game cosmetic is only `{ name, effectType }`; the style/colors live
in the catalog) and encodes them. Resolution is decoupled from the
first-seen palette path so it retries until the catalog loads, and
unparseable colors are dropped so bad catalog data degrades to the
territory color rather than rendering black.

## Schema

Collapses the trail attributes to a single gradient shape:

```ts
{ type: "gradient", colors: string[], colorSize: number, movementSpeed: number }
```

- `colors` — solid = one color, rainbow = the spectrum, gradient = two
or more.
- `colorSize` — band width (tiles per color band; `1` is the default, ~4
tiles).
- `movementSpeed` — scroll rate along the trail (tiles/sec; `0` =
static).

## Notes

- Animation is render-only (local time), no simulation/determinism
impact.
- The catalog (`cosmetics.json`, served by the closed-source API) must
ship effects in this `{ type: "gradient", colors, colorSize,
movementSpeed }` shape.
- Band thickness (`4.0` base in the shader) and the gradient frequency
are visual constants picked without in-game verification — easy to tune.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema + Privilege test suites updated for the gradient shape (92
tests pass).
- Not yet visually verified in a running game (effect selection is
flare-gated).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 20:28:47 -07:00
bd9ef9a317 feat: effects cosmetic category (transport-ship trail) + UI (#4418)
## What

Adds a new **`effects`** cosmetic category alongside `skins`/`flags`.
Each effect is discriminated by **`effectType`** (only
`transportShipTrail` today), whose visual config lives in
**`attributes`** (`solid` / `rainbow` / `pulse` / `gradient`). Schema
matches the production cosmetics.json shape exactly (incl. the `url`
field).

**This PR is UI + taxonomy only — the in-game WebGL trail rendering is
intentionally deferred.**

## UI

- **Store** gains an **"Effects"** tab.
- **Home page** gains an **"Effects"** button opening a picker modal.
- Both render effects **grouped by `effectType` with a sub-header per
type**, via a shared `<effects-grid>` Lit element (`mode="select"` for
the picker, `mode="purchase"` for the store). The picker shows owned
effects + a Default tile and persists per-type; the store shows
purchasable effects.

## Data flow

- Ownership via `effect:*` / `effect:<name>` flares (reuses
`cosmeticRelationship`).
- Selection is a per-`effectType` map persisted in UserSettings
(`settings.effects`).
- Server validates in `isEffectAllowed`, wired into `isAllowed`.
- `getPlayerCosmeticsRefs` / `getPlayerCosmetics` resolve effects the
same way as skins/flags (kept-on-fetch-failure, server is authority).

## Tests

- `tsc --noEmit`, ESLint, Prettier clean; full suite green.
- New: `CosmeticSchemas` parse tests (incl. parsing the **real**
`read_transport_trail` entry), `UserSettings` per-type selection, and
`Privilege` effect validation.

## Notes / follow-ups

- The effect's display label shows **"Boat Trail"** for the
`transportShipTrail` type (friendlier than the id).
- Closed-source API gap: `/shop/purchase` (`purchaseWithCurrency`) needs
to learn `"effect"` for **currency** purchase of effects; the
**dollar/product** purchase path already works. Client types were
widened accordingly.
- In-game wake rendering can be ported from #4416.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 13:13:48 -07:00